"whats a kick" - barlog thread

Changes are in.

Balrog

Vitality:
• Vitality has been increased 1000 to 1025

Hurtbox:
• Decreased the hurtbox when crouching
• Changed the hurtbox when the character changes direction

Dirty Bomber (Forward Throw):
• Damage has been decreased 120 to 110
• Stun damage has been decreased 170 to 120
• CA meter gain has decreased

Standing LP:
• Advantage on-block has been changed +2F to +3F

Standing LK:
• Moved the point action begins forward when receiving damage or cancelling an action. o Adjusted the position of the hitbox, hurtbox, and collision box

Standing MP:
• Damage has been increased 60 to 70
• Increase the airborne time by 1F for the opponent when hit in-air

Standing MK:
• Decreased the distance of pushback on-hit and pushback on-block

Standing HP:
• Changed to a crush counter move

Standing HK:
• Extended hitbox active frames 2F to 3F

Crouching LP:
• Advantage on-block has been changed +2F to +3F
• Hitbox active frames have been extended 2F to 3F

Crouching LK:
• The hitbox active frames have been extended 2F to 3F

Crouching MP:
• Motion recover has been changed 14F to 12F
• The upwards hitbox was decreased
• Advantage on-hit has been changed +1F to +4F
• Advantage on-block has been changed ±0F to +2F

Crouching MK:
• Attack property has been changed from HIGH hit to LOW hit
• The forward hitbox has been decreased

Crouching HP:
• During 2F-5F active frames for the hitbox, damage for hits in-air has been increased 70 to 80

Stomping Combo:
• Pushback distance on-block has been decreased

V Skill - KKB, Buffalo Pressure:
• The counter window for KKB has been shortened until a follow up move can be performed
• Advantage on-block for Buffalo Pressure has been changed -8F to -6F
• Hitbox active frames for Buffalo Pressure has been extended 2F to 3F

V-Trigger - Crazy Rush:
• Made adjustments to the advantage when cancelling each special moves with a V-Trigger
• This change will not be applied to EX Screw Smash

V-reversal - Buffalo Headbutt:
• Hitbox startup has been changed 15F to 16F
• Adjustments to advantage and distance on-hit
• Pushback on-block has been extended
• Sideways movement distance has been shortened

L Screw Smash:
• Command has been changed to ↓(charged) ↑+LK to →↓↘+LK
• Hitbox startup has been changed 13F to 10F o Entire motion has been decreased by 3F
• Airborne time for opponent when hit in-air has been increased

M Screw Smash:
• Command has been changed to ↓(charged)↑+MK to →↓↘+MK
• Hitbox startup has been changed 16F to 13F o Entire motion has been decreased by 3F
• Damage has been decreased 110 to 100
• Airborne time for opponent when hit in-air has been increased

H Screw Smash:
• Command has been changed to ↓(charged)↑+HK to →↓↘+HK
• Damage has increased 90 to 100
• Airborne time for opponent when hit in-air has been increased

EX Screw Smash:
• Command has been changed to ↓(charged)↑+KK to →↓↘+KK

L Dash Straight:
• Advantage on-hit has been changed +1F to +2F
• The collision box has been extended upwards during the attack motion.

M Dash Straight :
• Advantage on-hit has been changed +2F to +3F

H Dash Straight:
• Advantage on-hit has been changed +3F to +2F
• Pushback distance on-hit has been decreased

EX Dash Straight:
• The V-Skill cancel command acceptance timing has been extended on the first hit.

Turn Punch:
• Added throw invincibility during 3F-18F of the Level 1 – Level 9 motion
• Advantage on-hit and block have been loosened after Level 2.

Gigaton Blow:
• Throw invincibility during motion has been extended 3F

Decreased hurtox when crouching, st/ cr. lp buffs, dmg buff for st.mp and cr.hp is very welcome. The cr.mp, st.hp CC, low hit cr.mk have to be my favourite additions. Cannot wait to lab some of these changes! Balrog climbing up the tiers boys!

Standing HP:
Changed to a crush counter move

thats very nice!

he seems to get the better side of the coin with his changes when i read that stuff right…which i am not sure off :pensive:

every change here is basically what I wanted. Decreased the distance of pushback on-hit and pushback on-block for st.mk, yesyesyes

so i can continue to learn him without to feel i waste my time…good…good…

I feel like his stomp target combo is going to be pretty butt easy to land now into VT since the first hit hits low now. People already always got hit by the second hit a lot for some reason, and I notice that most people just block standing when I would attempt to land that combo most of the time. I’m sure they will adapt though.

Most people assume Rog has no lows, and try to backwalk out of pressure. It should stop come S2 though.

Guess it’s time to learn timing/how to charge back after this input change.

How does anyone else feel about the motion change on this move?

They increased the lift so you should have more time to get charge… I think it’s fine.

I dunno though, I caught A LOT of people with cr.mk in SF4 too. Most people expected cr.mp or cr.lp so they were not really watching their ankles.

Other than playing around with it to see how the timing of trying to get a back charge right after, I really like it. I dunno why but I always had a little bit of trouble trying to 2-in-1 into that move compared to back charge moves. I also had trouble timing the EX version on wakeup sometimes. I don’t know why because I’ve played Rog since SF4 but I just did have trouble with it in SF5 sometimes.

I think the dp motion will get rid of the random struggles I have and make it easier to land. It will also make it a lot easier to land as an anti-air attack because you don’t have to be charging. But it has to be spaced properly. There was one video of Smug using it as an AA from far away.

When you realise it allows you to convert from st.hk CC into like 340 damage, this change is probably the best one Balrog received.

Holy damn, I didn’t even realize that. And now with s.HP getting a CC too, we might get the same combo from that. Very nice.

S. Hp puts you in a similar state as guiles b.hp CC… it knocks you down

Aye, you might be able to OS his super or VTC from it now though like you can with other CC normals. So again, another huge gamechanger for his poking game.

I know in the corner you can go into st hp(CC) xx VTrigger, EX low xx upper xx VSkill P

Not sure about midscreen

400+ damage, 600+ stun for just 2 bars. Hahahahaha, what a BEAST.

That first one is going to be the new BnB when crush countering with st.hk. It is a lot easier to charge the rush punch than I thought it would be, due to the buffer on inputting the upper and it’s pretty slow animation. That nets you 313 meterless and if you just juggle with EX it gives you 363 I think it was.

Someone told me we’d lost juggles after the hk.screw upper which is why I was so angry about the change. Knowing he has all of his juggle intact means that this is just a gigantic buff to Balrog.

I think he’s easily top 10 now considering the global changes, his strong anti-air toolset and improved pressure with less pushback on st.mk and a + on block cr.mp. Thank god I’ve been sticking with Balrog.

tfw i keep messing up c. fierce into heavy upper

Yea the juggle isn’t gone, all screw uppers with the exception of ex actually launch the opponent higher.